시장보고서
상품코드
2005538

K-12 게임 기반 학습 시장(2026-2030년)

Global K-12 Game-Based Learning Market 2026-2030

발행일: | 리서치사: 구분자 TechNavio | 페이지 정보: 영문 298 Pages | 배송안내 : 즉시배송

    
    
    




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세계의 K-12 게임 기반 학습 시장은 2025년부터 2030년까지 373억 4,690만 달러 증가하고, 예측 기간 동안 CAGR은 27.7%에 달할 것으로 예측됩니다.

세계의 K-12 게임 기반 학습 시장에 대해 조사 분석했으며, 시장 규모와 예측, 동향, 성장 촉진요인, 과제, 약 25개 벤더 분석 등의 정보를 전해드립니다.

본 보고서는 현재 시장 상황, 최신 동향 및 촉진요인, 그리고 전체 시장 환경에 대한 최신 분석을 제공합니다. 이 시장은 적응형 AI 시스템 통합, 디지털 교육에 대한 정부의 전략적 투자, 세계 통신 인프라 및 클라우드 액세스 개선에 의해 주도되고 있습니다.

이번 조사는 업계 주요 관계자들의 의견을 포함한 1차 정보와 2차 정보를 객관적으로 조합하여 실시되었습니다. 이 보고서에는 주요 기업 분석과 함께 종합적인 시장 규모 데이터, 지역별 분석과 함께 부문 및 공급업체 현황이 포함되어 있습니다. 보고서에는 과거 데이터와 예측 데이터가 수록되어 있습니다.

시장 범위
기준 연도 2026년
종료 연도 2030년
조사 기간 2026-2030년
성장 모멘텀 가속
2026 연비 25.6%
CAGR 27.7%
증가액 373억 4,690만 달러

이 보고서는 학업과 e스포츠의 융합 및 경기 경력 경로가 향후 몇 년 동안 세계 K-12 게임 기반 학습 시장의 성장을 주도할 주요 요인 중 하나로 꼽았습니다. 또한, 몰입형 공간 컴퓨팅, 가상화된 실험 환경, 모바일 중심의 현지화, 사회적 및 감성적 리터러시 등이 시장에서 상당한 수요를 창출할 것으로 예상됩니다.

목차

제1장 주요 요약

제2장 Technavio 분석

제3장 시장 구도

제4장 시장 규모

제5장 시장 규모 실적

제6장 정성 분석

제7장 Five Forces 분석

제8장 시장 세분화 : 제품별

제9장 시장 세분화 : 학교 레벨별

제10장 시장 세분화 : 유형별

제11장 고객 상황

제12장 지역별 상황

제13장 촉진요인, 과제, 기회

제14장 경쟁 구도

제15장 경쟁 분석

제16장 부록

KSM 26.04.28

The global k-12 game-based learning market is forecasted to grow by USD 37346.9 mn during 2025-2030, accelerating at a CAGR of 27.7% during the forecast period. The report on the global k-12 game-based learning market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by integration of adaptive AI systems, strategic governmental investments in digital pedagogy, improvements in global telecommunications and cloud accessibility.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2026
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202625.6%
CAGR27.7%
Incremental Value$37346.9 mn

Technavio's global k-12 game-based learning market is segmented as below:

By Product

  • Subject-specific games
  • Language learning games
  • Others

By School Level

  • Middle school level
  • High school level
  • Elementary school level

By Type

  • Educational games
  • Simulation-based learning
  • Social games
  • Others

Geography

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • Sweden
  • APAC
    • China
    • India
    • Indonesia
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Chile
    • Argentina
  • Middle East and Africa
    • UAE
    • South Africa
    • Egypt
  • Rest of World (ROW)

This study identifies the scholastic esports integration and competitive career pathways as one of the prime reasons driving the global k-12 game-based learning market growth during the next few years. Also, immersive spatial computing and virtualized laboratory environments and mobile-centric localization and social-emotional literacy will lead to sizable demand in the market.

The report on the global k-12 game-based learning market covers the following areas:

  • Global k-12 game-based learning market sizing
  • Global k-12 game-based learning market forecast
  • Global k-12 game-based learning market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global k-12 game-based learning market vendors that include Age of Learning Inc., Baamboozle Inc., Blooket LLC, BrainPOP, Cambium Intermediate Holdings, CodeCombat Inc, Eduten Oy, Filament Games, Gimkit Inc., Houghton Mifflin Harcourt Co., Kahoot, Legends of Learning Inc., Microsoft Corp., Neuron Fuel Inc., Prodigy Education, Roblox Corp., Stride Inc., StudyPad Inc., SurfScore Inc, TinyTap Ltd. Also, the global k-12 game-based learning market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Product
    • Executive Summary - Chart on Market Segmentation by School level
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global K-12 Game-Based Learning Market 2020 - 2024
    • Historic Market Size - Data Table on Global K-12 Game-Based Learning Market 2020 - 2024 ($ million)
  • 5.2 Product segment analysis 2020 - 2024
    • Historic Market Size - Product Segment 2020 - 2024 ($ million)
  • 5.3 School level segment analysis 2020 - 2024
    • Historic Market Size - School level Segment 2020 - 2024 ($ million)
  • 5.4 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global K-12 Game-based Learning Market
  • 6.2 Impact of Geopolitical conflict on Global K-12 Game-Based Learning Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Product

  • 8.1 Market segments
  • 8.2 Comparison by Product
  • 8.3 Subject-specific games - Market size and forecast 2025-2030
  • 8.4 Language learning games - Market size and forecast 2025-2030
  • 8.5 Others - Market size and forecast 2025-2030
  • 8.6 Market opportunity by Product
    • Market opportunity by Product ($ million)

9 Market Segmentation by School level

  • 9.1 Market segments
  • 9.2 Comparison by School level
  • 9.3 Middle school level - Market size and forecast 2025-2030
  • 9.4 High school level - Market size and forecast 2025-2030
  • 9.5 Elementary school level - Market size and forecast 2025-2030
  • 9.6 Market opportunity by School level
    • Market opportunity by School level ($ million)

10 Market Segmentation by Type

  • 10.1 Market segments
  • 10.2 Comparison by Type
  • 10.3 Educational games - Market size and forecast 2025-2030
  • 10.4 Simulation-based learning - Market size and forecast 2025-2030
  • 10.5 Social games - Market size and forecast 2025-2030
  • 10.6 Others - Market size and forecast 2025-2030
  • 10.7 Market opportunity by Type
    • Market opportunity by Type ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 North America - Market size and forecast 2025-2030
    • 12.3.1 US - Market size and forecast 2025-2030
    • 12.3.2 Canada - Market size and forecast 2025-2030
    • 12.3.3 Mexico - Market size and forecast 2025-2030
  • 12.4 Europe - Market size and forecast 2025-2030
    • 12.4.1 Germany - Market size and forecast 2025-2030
    • 12.4.2 UK - Market size and forecast 2025-2030
    • 12.4.3 France - Market size and forecast 2025-2030
    • 12.4.4 Italy - Market size and forecast 2025-2030
    • 12.4.5 Spain - Market size and forecast 2025-2030
    • 12.4.6 Sweden - Market size and forecast 2025-2030
  • 12.5 APAC - Market size and forecast 2025-2030
    • 12.5.1 China - Market size and forecast 2025-2030
    • 12.5.2 India - Market size and forecast 2025-2030
    • 12.5.3 Indonesia - Market size and forecast 2025-2030
    • 12.5.4 Japan - Market size and forecast 2025-2030
    • 12.5.5 Australia - Market size and forecast 2025-2030
    • 12.5.6 South Korea - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Chile - Market size and forecast 2025-2030
    • 12.6.3 Argentina - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 UAE - Market size and forecast 2025-2030
    • 12.7.2 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.3 South Africa - Market size and forecast 2025-2030
    • 12.7.4 Israel - Market size and forecast 2025-2030
    • 12.7.5 Egypt - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Integration of adaptive AI systems
    • Strategic governmental investments in digital pedagogy
    • Improvements in global telecommunications and cloud accessibility
  • 13.2 Market challenges
    • Substantial initial financial outlays and resource allocation constraints
    • Pedagogical integration and professional development barriers
    • Persistent digital divide and infrastructure inconsistency
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Scholastic esports integration and competitive career pathways
    • Immersive spatial computing and virtualized laboratory environments
    • Mobile-centric localization and social-emotional literacy

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Age of Learning Inc.
    • Age of Learning Inc. - Overview
    • Age of Learning Inc. - Product / Service
    • Age of Learning Inc. - Key offerings
    • SWOT
  • 15.5 Blooket LLC
    • Blooket LLC - Overview
    • Blooket LLC - Product / Service
    • Blooket LLC - Key offerings
    • SWOT
  • 15.6 BrainPOP
    • BrainPOP - Overview
    • BrainPOP - Product / Service
    • BrainPOP - Key offerings
    • SWOT
  • 15.7 Cambium Intermediate Holdings
    • Cambium Intermediate Holdings - Overview
    • Cambium Intermediate Holdings - Product / Service
    • Cambium Intermediate Holdings - Key offerings
    • SWOT
  • 15.8 Eduten Oy
    • Eduten Oy - Overview
    • Eduten Oy - Product / Service
    • Eduten Oy - Key offerings
    • SWOT
  • 15.9 Filament Games
    • Filament Games - Overview
    • Filament Games - Product / Service
    • Filament Games - Key offerings
    • SWOT
  • 15.10 Houghton Mifflin Harcourt Co.
    • Houghton Mifflin Harcourt Co. - Overview
    • Houghton Mifflin Harcourt Co. - Product / Service
    • Houghton Mifflin Harcourt Co. - Key offerings
    • SWOT
  • 15.11 Kahoot
    • Kahoot - Overview
    • Kahoot - Product / Service
    • Kahoot - Key offerings
    • SWOT
  • 15.12 Legends of Learning Inc.
    • Legends of Learning Inc. - Overview
    • Legends of Learning Inc. - Product / Service
    • Legends of Learning Inc. - Key offerings
    • SWOT
  • 15.13 Microsoft Corp.
    • Microsoft Corp. - Overview
    • Microsoft Corp. - Business segments
    • Microsoft Corp. - Key news
    • Microsoft Corp. - Key offerings
    • Microsoft Corp. - Segment focus
    • SWOT
  • 15.14 Neuron Fuel Inc.
    • Neuron Fuel Inc. - Overview
    • Neuron Fuel Inc. - Product / Service
    • Neuron Fuel Inc. - Key offerings
    • SWOT
  • 15.15 Prodigy Education
    • Prodigy Education - Overview
    • Prodigy Education - Product / Service
    • Prodigy Education - Key offerings
    • SWOT
  • 15.16 Roblox Corp.
    • Roblox Corp. - Overview
    • Roblox Corp. - Product / Service
    • Roblox Corp. - Key offerings
    • SWOT
  • 15.17 Stride Inc.
    • Stride Inc. - Overview
    • Stride Inc. - Business segments
    • Stride Inc. - Key offerings
    • Stride Inc. - Segment focus
    • SWOT
  • 15.18 TinyTap Ltd
    • TinyTap Ltd - Overview
    • TinyTap Ltd - Product / Service
    • TinyTap Ltd - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations
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